Change Character movement control to the class. Implement a Character::move(char direction) to take hjkl format input and make movements from it.
Remove all attempts to set tiles based on character movement. It formerly broke under graphics mode, and would take an extreme quantity of code to fix.
Added `bool changed;` to the DungeonElement class. Reprinting now only occurs on those elements that have been changed in some way. Added untouch() to both Dungeon and DungeonElement to remove the changed bool. Added Dungeon::touch(USHORT x,USHORT y) and Dungeon::untouch(USHORT x, USHORT y) for setting the changed flag on a DungeonElement outside of the Dungeon class. Added Dungeon::touchall() for setting the changed flag on all DungeonElements in a map (useful for map changes and the like.) Added appropriate changes to the movement code.
Changed all functions having function(USHORT y, USHORT x){map[y][x]->foo();} format to having function(USHORT x, USHORT y){map[y][x]->foo();} format. (X,Y) notation is standard in all fields, whereas (Y,X) tends to confuse people.
Wrote and implemented "Edge of the Universe" code. Gives a message about how the spirits are holding you back from going further. This caused fatal error on the Microsoft version (untested on Linux) due to an unhandled exception from multi_array. (We were going outside the bounds. It's right, we were wrong, and now it's fixed.)
Removed random babblings, pipe dreams, and diagrams out of the TODO file, and moved actual goals in there. For the moment, (and until there is more than 1 developer on the project,) it will be holding goals for the next svn commit (whether that will be 1 commit per list, or 1 commit per item is yet to be seen...)
Change capital direction movement to correspond to the currently used system. Add DungeonElement touch() calls.
Added preliminary support for changing to an already-loaded map (using Dungeon::touchall()).
Upgraded MSVC to 9.0 (Visual C++ 2008). Moved files from "trunk/MSVC/VC8" to "trunk/MSVC/VC9".
Added a new empty map to test the edge of the world functions.